Archived Roleplay:Main Forum/General/Haruki Akiyama's Vote on Defecting Back to Camp

Contents

Reason

He gulps and shifts from foot to foot nervously. "I would like to join camp, to um... join my boyfriend, Steven Winterson... I didn't join the Broken Covenant because I hated the gods, I join as my friend's dying wish... Please let me join camp to be with Steven..."

For (+10)

"Set your course by the stars, not by the light of every passing ship."

"You seem genuine, so I'm all for giving you the benefit of the doubt. I'm glad you're choosing Camp over anarchy, dude. Our opinions won't change overnight, but so long as you don't get up to anything bad, you'll do fine here."

Children of Astraeus have the ability to conjure weapons out of plasma which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.

Children of Astraeus have the ability to focus an intense beam of plasma which will burn anything it touches.

Defensive

Children of Astraeus have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.

Children of Astraeus generate an orbit around themselves for a short time, all attacks and people near the user get caught in the orbit, causing them to fly around, unable to attack the user. The user cannot move while the orbit is active.

Passive

Children of Astraeus are innately stronger during the night.

Children of Astraeus have the innate ability to see in all directions at once during the night.

Children of Astraeus can innately adapt to most natural planetary environments within reason, meaning they're less likely to die of heat stroke and hypothermia.

Supplementary

Children of Astraeus have the ability to create temporary light sources, similar to concept of a flare, which will alight an area or blind an enemy for a short time.

Children of Astraeus can manipulate the force of gravity of the planet and change the direction and force of it. They can cause items to float or stick to the ground for a short time or cause them to fly into a certain direction. Once the curse wears off, the item is immune to further use of it for a moderate time.

Children of Astraeus have the ability to use the gravity pull of the planet to slow down enemies for a short time, giving them a high chance to avoid an opponent’s attack or prevent an opponent from avoiding one of the user’s attacks.

Children of Astraeus can limit gravity’s effect on their own bodies, causing them to float up and fly. The longer they fly the more it drains them.

3 Months After Character is Made

Children of Astraeus have the ability to conjure a small supernova, which will burn at anything in its wake on a 10m radius, as well as producing a loud booming sound coming from the explosion. It cannot differ friend from foe and will affect anyone or anything nearby.

6 Months After Character is Made

Children of Astraeus have the power to cause up to three constellations to appear in their physical forms to fight alongside them. Each constellation will appear as an enlarged version of the thing it is based on except for human based constellations such as Orion which will be the size of a human. Constellations will dissipate after a short time, leaving the user moderately drained. Ex: If the user summons the Cancer constellation, it will be a giant crab that cannot be bigger than 2 or 3 times the size of the user.

9 Months After Character is Made

Children of Astraeus have the ability to change the surface and mass of their bodies to reflect the surface and mass of a planet in the solar system of their choice for a short time. For example, if the user wishes to turn their body into flames, they would adopt the surface of Mercury. No matter which planet they choose to assimilate with, they will be extremely drained after the transformation and they can only use the power once per fight. They may switch planets while in this state. Ex: The user is reflecting Earth to reach an opponent and then reflects Mercury to attack them. Once in this state, they lose access to their other powers. Excluding those that are passive.

As Mercury, the user’s body would be continually be on fire without injuring the user. In this state it is extremely difficult for enemies to look upon the user as the fire burns so bright it would blind them or severely damage their eyesight.

As Venus, the user becomes surrounded with thick, toxic clouds that obscure them from view. As the clouds are toxic anyone who tries to touch them will be poisoned and become sick and nauseous. However, if they manage to get through the clouds they will be burned by the lava state of the user’s body, as Venus is an extremely hot planet.

As Earth, the user’s body becomes gravelly and made of dirt, and the user may leave trails of gravel and dirt behind them as they walk. However, in this state the user has the ability to merge with the earth and travel wherever they please.

As Mars, the user’s body becomes coated in fine red dust that falls off as they move. The surface of their body is cut by fine veins of water that can be used to shoot at people in sharp streams.

As Jupiter, the user becomes intangible and they float about half a foot from the ground, as Jupiter is a gas giant planet. They also become extremely cold and toxic as Jupiter is surrounded by ammonia clouds.

As Saturn, the user is granted the ability to fly, as the planet is another gas giant. The appearance of the user is blurry and hard to make out the features of.

As Uranus, the user gains blue skin, and their appearance is also blurred similarly to if they assimilated to Saturn. As Uranus is classified as an ice planet, the user has the ability to freeze anything they come in contact and they can move quickly as there are extremely fast winds on Uranus.

Traits

Children of Astraeus often wield innate knowledge of constellations, space and other planets in the solar system.

Children of Astraeus can tell the time, date and their location simply by looking at the sky.

Children of Astraeus typically dream of becoming astronauts, to explore the stars and other planets.

Children of Aristaeus can shoot stingers from their hands, they are no bigger than the size of their hands, and the longer they shoot them, the more energy it drains.

Children of Aristaeus have the ability to conjure a weapon out of honey which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of honey.

Children of Aristaeus can conjure up a protective dome made up of hardened honey, roughly 2 or 3 times the size of the user, which can be used to block attacks for a short time.

Children of Aristaeus can summon a large fully encased metal net that would most likely ensnare opponents upon creation, the target is unable to attack but is also protected by the net, as they can still move around some, but neither opponent can strike offensively while the person is in the net. So the power is purely defensive, the net fades from existence after a short time. This can give the user time to regroup, mend their wounds, and prepare for a better offensive strike.

Children of Aristaeus make great hunters, attaining great tracking skills and amazing physical attributes and senses. Speed, strength, stamina, agility and dexterity. Their hearing, sight and smell are also impressive, even to the point where they can see perfectly in the night and hear/smell things from quite a distance.

Children of Aristaeus can innately communicate with and command nearby bees and sheep.

Children of Aristaeus are stronger during mid-May to mid-September, because the Etesian winds blow during these months.

Children of Aristaeus possess hands and feet which allow them to fasten onto and climb vertical and horizontal surfaces without falling, much like how bees can.

Children of Aristaeus can sprout large bee wings for a short time, this enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be somewhat customized to the user’s preference. But the wings must remain at least somewhat insect-like.

Children of Aristaeus can make great healers, since they have innate knowledge of medicinal herbs and can conjure them. Ex: they can conjure some aloe vera to heal a burn. As they can create honey, they can also use honey to heal or soothe minor wounds.

Children of Aristaeus can cause someone to become drunk on honey-mead, this would leave them open to attack or give the user a chance to flee the area.

If Children of Aristaeus find a track of an animal, monster, or human they can touch the track and get an image their minds of where their target was going to and their appearance.

Children of Aristaeus can summon an intense scorching heat, since their father’s etesian winds would defend people from this heat. The heat could burn or scorch anything in a 10 meter radius.

Children of Aristaeus can transform themselves into a bee. This ability can only be held for a short time, and the longer it is held, the more energy is drained. In this form they can fly faster, are much harder to find and can summon bees out of nowhere. Once the transformation ends, they are substantially drained.

Children of Aristaeus can morph into a humanoid/bee form for a short time. In this state, their enhanced physical prowess and senses ascend to new heights. They can fly faster than before and their bodies are coated in dermal honeycomb armor, making them immune to all attacks. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint.

Children of Aristaeus tend to be excellent leaders.

Children of Aristaeus tend to love/enjoy sweet things, flowers, making cheese, growing olives and tending to bees, sheep and fruit trees.

Children of Aristaeus are often quite defensive, normally willing to defend their allies or home territory.

Some Children of Aristaeus tend to hate the cold, preferring to stay indoors during cold winter months, while others tend to feel more insulated to the cold and aren't as bothered by it.

Children of Aristaeus are naturally gifted at building traps, able to quickly assemble them from natural materials.

The soft-hearted counselor simply couldnt reject Haruki, especially after believing him to be genuine. He knew most BC members needed a chance at redemption, and this male was brave enough to give it a shot. "Welcome to Camp half Blood. Please don't make me regret my decision."

Offensive

Children of Hades can create and launch long shards of obsidian from their palms.

Children of Hades can create small fissures in the ground which spew plumes of hellfire for a few moments before closing. The hellfire is more powerful than normal fire, but can also harm the user, so this power must be used carefully.

Defensive

Children of Hades have the ability to create a dome of hardened earth and gemstones, roughly two or three times the size of the user, which can be used to block attacks for a short time.

Children of Hades can conjure a set of very durable bone armor around themselves which grants enhanced protection against physical attacks. After a time, the armor grows brittle and falls off the user’s body.

Passive

Children of Hades are able to communicate with and command the dead, and are able to sense spirits or other undead beings.

Children of Hades are able to communicate with and command hellhounds they encounter.

Children of Hades can sense when a mortal, half-blood, nymph/spirit that they know has died through a "buzzing" in their ears.

Children of Hades are able to instantly destroy undead in a single attack.

Supplementary

Children of Hades have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more energy drained.

Children of Hades have a heightened control over undead and can usurp dominance from others who control undead who aren’t also children of Hades.

Children of Hades can telekinetically shape and control dead matter. The more matter moved, the more the user is drained.

Children of Hades can perform rites to summon a specific ghost from the underworld for a time, using offerings of their choice. The more offerings given and the more specific they are to the intended ghost, the more likely they are to appear. Ghosts that have been granted reincarnation, or are trapped Tartarus or the Fields of Punishment, cannot be summoned.

Children of Hades can bend shadows around them, concealing them for a short time.

3 Months After Character is Made

Children of Hades are able to summon skeletal/zombie humanoids/animals to do their bidding. The more animals summoned and the bigger they are, the more energy is drained. Any armor/weaponry the undead possess increases the strain of the summoning. The undead can then be commanded telepathically their summoner. The longer they are summoned, the more the summoner is drained of their energy.

6 Months After Character is Made

Children of Hades are to project their consciousness into any undead minion they command, taking direct control of their senses, movements and actions. However, their own body is left vulnerable for the duration.

9 Months After Character is Made

Children of Hades are capable of entering into a contract with a willing soul, either prior to their death or after meeting them as a ghost. Once a contract is made, the user gains the ability to summon the spirit into an undead recreation of its former body, formed from the earth, to fight alongside them for a time. The undead would retain all of the skills and physical abilities they had in life, including weaker versions of any special powers. When the summoning ends, or the spirit's summoned body is destroyed, the user is left heavily drained and could possibly faint. Only one contract can be held at a time.

Traits

Children of Hades have innate knowledge of the Underworld, able to guide themselves and allies to how to enter,explore and escape the Underworld. (as long as they aren’t already dead)

Children of Hades tend to have dark attitudes and appreciate shadowy places.

Children of Hades typically have an appreciation for the earth, feeling more comfortable on the ground rather than being in the sky or the sea.

"Civilization begins with a rebellion. Sometimes to create, one must first destroy."

He lifts up his board and gave a rather warm smile "Just make sure that you won't start up on any trouble, if ever that case happens. Be aware that we'll be the one to take you down ourselves. Either way, enjoy in our camp."

Offensive

Children of Prometheus can fire off small bullets of clay at a very high speed, the bullets would materialize and fire from the user’s fingertips. They can be shot fast enough that they could pierce skin on impact.

Children of Prometheus have the ability to turn the immediate ground into soft clay that acts as quicksand, potentially causing anyone stepping in to fall and sink far enough to not move at all. Gradually, the ground will solidify, allowing everyone trapped to slowly regain their footing.

Defensive

Children of Prometheus have the ability to coat armor, defenses, and shields with an extra layer of hardened clay that will dull most kinds of attacks for a short time. They are also able to coat weapons with the same material in order to make them unbreakable.

Passive

Children of Prometheus excel greatly in wisdom and forethought, allowing them to comprehend of what is true coupled with optimum judgment as to what action to perform. They are able to take into consideration all variables in a situation, foresee the outcomes and what choices one should make to reach the conclusion they want.

Children of Prometheus can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.

Supplementary

Children of Prometheus are able to trick another person into doing something for them, coming into agreement with them, or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.

Children of Prometheus have the ability to generate fire or heat in order to ignite things, distract others, combust objects, augment weapons and constructs, or cause anything to be hotter to the point they are cooked, burned or melted. However, once created, they are not able to control it, and the more fire or heat they generate, the more energy it drains them.

Children of Prometheus are able to conjure pure clay, which can be molded into weapons,armor and shields, or any object possible, that are no more than 2 to 3 times the size of the user. However, only one object can be molded at a time, and the user is continuously drained as they create more clay.

Children of Prometheus can telekinetically move clay with their mind, the more moved and the further the distance. The more energy drained.

3 Months After Character is Made

Children of Prometheus can transmogrify others into clay in order to either petrify them or just render them useless and more vulnerable because they become slower and all soft, muddy, and sludgy. The more people affected and the longer the transformation is held, the more energy it drains. And people turned into clay cannot be telekinetically moved by children of Prometheus.

6 Months After Character is Made

Children of Prometheus have the ability to construct a group of clay men or animals with a maximum number of five, which can then be controlled by the mind of their creator. Men and animals summoned this way can only be the normal size of the form they take. While the clay beings fights for the user, the latter has a hard time moving until they are destroyed or dismissed. Alternatively, they can create a golem or a giant animal that is equivalent to five clay men combined altogether, no larger than 2 to 3 times the size of the user.

9 Months After Character is Made

Children of Prometheus have the ability to turn their entire body into clay. This allows them to change their physical aspect and even mold extra limbs and appendages (but not wings), provide a strong dermal armor and enhance their strength by hardening, or even become flexible and elastic. They also do not feel pain in this state. The longer they keep this up, the more energy it drains, and the longer they have to stay nearly immobile after transforming back.

Traits

Children of Prometheus are typically wise and intelligent. However, they can also be cunning, crafty, and incline to be like tricksters. But nonetheless, they are able to give convincing counsel, whether good or bad.

Children of Prometheus generally have a morbid fear of eagles and vultures and they tend to not get along with the children of Zeus very well.

Children of Prometheus are always great at molding and shaping clay without use of their powers. With that, they become known as great sculptors and carvers.

Abstain (5)

"I'm not sure. How're we suppose to blindly trust someone from the Broken Covenant - an anti-Camp that has a bad record with us and history of deaths, mind you - into Camp and not bring havoc? Call me biased but this is a safe haven and I'm not so sure if letting someone over from the Broken Covenant is such a wise idea. I'm aware of such matters similar in the past, yet I can't bring myself to be positive about the decision nor negative. I believe in the best of people, I really do, and I'm sure your intentions are good, but my statement still stands. I'm sorry."

Age

19

Height

6'0"

Weight

143 lbs

Sexuality

Bisexual

Relationship

Single

Birthplace

New Orleans, LA

Accent

Neutral

Weapon

Cleaver/Katana

“

I often think that the night is more alive and more richly colored than the day.

"I am not taking responsibility for a possible traitor or a future treat." There is nothing to gain but a lot to lose. If Kiel accepted or rejected Haruki and bad circumstances arise, he'd have to be liable for his choices. Thus, the best option for this individual would be abstaining.

Offensive

Children of Poseidon can fire a powerful blast of water from their hands, equivalent to that of a fire hose, which evaporates after a short time.

Children of Poseidon have the ability to conjure and freeze small amounts of water into durable ice weapons, which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of ice.

Defensive

Children of Poseidon can create an area around themselves that inflicts others with intense seasickness, making them dizzy and nauseous for as long as they remain inside. The user must keep their focus on maintaining the effect for the duration.

Children of Poseidon can turn their body to water for a very short time, letting an attack pass harmlessly through them. This can cause extreme dehydration with repeated use.

Passive

Children of Poseidon can breathe, are swifter and more powerful, and can heal slightly faster while underwater.

Children of Poseidon can keep themselves and everything they touch dry in the water, unless they choose to become wet.

Children of Poseidon can survive falling from any altitude as long as they land in water, and can go as deep into the ocean as they desire without any effects from the cold or water pressure.

Children of Poseidon can communicate with and command equestrian animals, as well as all creatures that dwell in the sea.

Children of Poseidon are innately less inhibited by severe wind and precipitation.

Supplementary

Children of Poseidon have the ability to create minor earthquakes, large enough to knock anyone nearby off their feet, for a few seconds.

Children of Poseidon are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains. This can be used on ice, but is much more difficult and draining.

Children of Poseidon are are able summon a specific horse, pegasus, or sea creature directly to their position, regardless of distance. This only works on creatures that they have a strong personal bond with.

Children of Poseidon can calm, strengthen or influence the direction of the winds, though to a much lesser extent than children of Zeus or the anemoi.

3 Months After Character is Made

Children of Poseidon have the ability to create a torrential rainstorm overhead, which will downpour and cause high winds over a large area. The storm will gradually clear over time, and afterward the user would be substantially drained.

6 Months After Character is Made

Children of Poseidon are able to shape a semi-living construct out of water, no larger than 3 to 4 times the size of the user, that fights for them for a short time. The user is weakened while the construct is active, and the longer they maintain the it, the more energy it drains.

9 Months After Character is Made

Children of Poseidon are able to transform their bodies into a state of pure water for a short time, becoming immune to most attacks. The hydrokinetic abilities they already possess are enhanced by this state, and they are capable of covering great distances in an instant while underwater. The user will be extremely drained once the transformation ends, and could possibly faint.

Traits

Children of Poseidon always know their exact coordinates when in water and are able to innately feel the difference between freshwater and saltwater.

Children of Poseidon normally have a love for water, and generally excel at water sports.

Children of Poseidon tend to be favored by animals of the sea.

Children of Poseidon often have a natural affinity for horses and many grow up to become equestrians.

Powers of a Child of Hecate (Note: 3/6/9 powers have NOT been unlocked):

Children of Hecate have the ability to fire an intense beam of magical energy which will burn anything it touches. The ability can also be focused into small magical bullets, which have better range but are less damaging than a beam.

Children of Hecate have the ability to use magic to electrically charge something made of metal for a short time.

Children of Hecate are able to create a protective dome of magical energy around them for a short time.

Children of Hecate are able to become ethereal in form for a short time, which temporarily causes all attacks to go through them. In this state, they cannot attack an opponent and if they do their ethereal state will dissipate instantly.

Children of Hecate have the innate ability to see in all directions at once.

Children of Hecate are innately stronger at night.

Children of Hecate are able to communicate with the dead to gather information.

Children of Hecate are adept at making potions and elixirs, however potions used in battle cannot be overly powerful or altering to the events of the battle. Potions that can automatically heal all wounds or restore all energy are examples of over-powered potions. Only descendants of Hecate/Circe and Lampades can create potions. Overconsumption of potions can result in overdose symptoms and some potions could have side-effects or not work at all.

Children of Hecate can conjure spells to teleport themselves and allies. The further the distance, the more energy drained.

Children of Hecate can cast a levitation spell on themselves for a short time which will allow them to fly, the longer they levitate the more power it drains. The spell can also be used items and enemies.

Children of Hecate are able to use some healing spells to quickly heal minor wounds and slowly heal major wounds. Fatal wounds cannot be healed.

Children of Hecate typically love the magical arts, many of them are known for writing spellbooks. Her children have created/re-introduced and improved spells and techniques all over history.

Necromancy is commonly a favored magical art among children of Hecate.

Children of Hecate are known for being quite mysterious.

Children of Hecate are often more active and exhibit better moods at night and in dark environments.

Children of Hecate wield innate knowledge and understanding of the Mist.

Offensive

Children of Boreas can create an incredibly cold wind around an opponent, the wind will follow them no matter what for a short time. The wind would make the user feel as if it’s 15 degrees (fahrenheit), distracting them and making them vulnerable to attack.

Children of Boreas have the ability to conjure up to ten long lances of ice which can surge forward and impale an opponent.

Defensive

Children of Boreas have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.

Children of Boreas can heal themselves by using ice, absorbing frozen energies which can freeze molecules, renew damaged cells, and also stop bleeding. This can be used to quickly heal minor wounds and slowly heal major, but not fatal, wounds. Ice healing only affects children of Boreas, Khione and Ice/Snow Nymphs as they are the only ones who can draw power from the snow.

Passive

Children of Boreas are inherently resistant to the cold, including hypothermia and frostbite.

Children of Boreas are inherently stronger during the winter or on any cold days.

Children of Boreas always emit an aura of coldness, making others around them feel slightly cold. The user can shut it off for a long time if they choose to.

Children of Boreas can turn water into ice or make it severely cold with a cool breeze.

Supplementary

Children of Boreas have the ability to hover or fly, however, the longer they fly the more it drains them.

Children of Boreas can apply the power of 3rd or 4th degree frostbite to an opponent’s weapon, freezing it to the point that it becomes fragile and easily breakable. It only lasts for a short time, after which the weapon reverts to it’s normal temperature.

Children of Boreas can create armor and weaponry out of ice. The larger the size and quantity of the weapons, the more energy is drained. They can also infuse existing weapons with ice in order to make them stronger.

Children of Boreas can call upon the icy winds in order to speed up their movements and attacks.

3 Months After a Character is Made

Children of Boreas can create a hail storm, with up to baseball size hail for a short time. The storm will produce powerful, freezing winds. The hail will fire in whatever direction the user wishes, the user will be somewhat drained once the storm subsides.

6 Months After a Character is Made

Children of Boreas can create an ice dragon lacking wings, a semi-living construct creature of ice that could be called an ice drake, no larger than 2 to 3 times the size of the user, to fight for them for a short time. This drake attacks with frost breath which can damage and freeze opponents. While the Drake is active, the user has a hard time moving and afterwards must rest between making another one.

9 Months After a Character is Made

Children of Boreas can shed their flesh and transform their bodies into pure cold air which grants them temporarily immunity from attacks as well as drastically enhances their current ice powers. This ability only lasts for a short time and the user will be left heavily drained and unable to move for some time and could possibly faint after the ability dissipates.

Traits

Children of Boreas are often ambidextrous, a trait they share with Notus' children.

Children of Boreas have a natural preference for places in the Northern Hemisphere, the further North the better. They also prefer anywhere cold in general.

Children of Boreas are naturally skilled at ice fishing.

Children of Boreas make excellent navigators due to their ability to always find North.

“I love sleep. My life has the tendency to fall apart when I'm awake, you know?”

you gotta be kidding me, you chose a side, stay there.

Character's Bio

Age: 18 Height: 6'3" Weight: 160lbs
Sexuality: Straight Relationship Status: Taken
Birth Place: American (Spaniard Descent) Main Weapon: Multiple weapons.Accent: Can change between spanish or American
– "Sleep is the best meditation."

Character's Powers

Offensive

Children of Hypnos have the ability to, upon direct contact, to force someone to fall asleep for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time. They can also fire a wave of energy with the same effects and limitations. The wave is singular and is only big enough to hit one person.

Children of Hypnos have the ability to cause someone near them to feel extremely tired and become sluggish for a short time. Leaving the target vulnerable to attack.

Defensive

Children of Hypnos can project a powerful sleep aura for a short time, anyone around them will automatically fall asleep. The user cannot attack or use their other abilities when the sleep aura is in place, so the power is purely defensive. Also all targets automatically wake up when the sleep aura fades away and they can only use the ability twice in a fight.

Passive

Children of Hypnos have the innate ability to cause others to feel mildly tired in their presence. They can shut off this ability for a long time if they wish.

Children of Hypnos have the ability to look into people’s dreams as they sleep.

Children of Hypnos heal faster while they are asleep.

Children of Hypnos are partially conscious while asleep, able to wake themselves up at will.

Supplementary

Children of Hypnos can put people to sleep for a short time; after awakening, they will feel extremely refreshed, as if they had just slept a full night. This power can only be used with the target's consent, so it's only useful for aiding allies.

Children of Hypnos can directly contact a sleeping person dreams to either cause paranoia or a blissful dream.

Children of Hypnos can create opium and use it for a multitude of purposes from helping to numb someone's pain to putting someone to sleep or making them feel drugged. The effects of the opium wear off after a short to moderate time. They can even create a field of poppies so tall that it obscures the sight and slows down anyone they are fighting, they only last for a short time before they wither away

Since Hypnos was considered an underworld god, his children have the ability to Shadow Travel ,to teleport from shadow to shadow; the further the distance, the more energy drained.

3 Months After a Character is Made

Children of Hypnos can take control of another person’s body while they are asleep for a short time, however they cannot force the opponent to harm themselves; the person being controlled feels as if they are dreaming and will vaguely remember the experience.

6 Months After a Character is Made

Children of Hypnos are able to curse someone into feeling like they haven’t slept in a week, the target cannot fall asleep in this state. They are forced to fight the user while being exhausted. The curse only lasts for a moderate amount of time and the target will receive their strength back afterwards, they are immune to further use of the curse for the rest of the fight. The user is substantially drained.

9 Months After a Character is Made

Children of Hypnos can draw power from all the actions and desires for sleep they’ve seen, felt, or committed in their lives and become an embodiment of sleep. This would make them more powerful and immune to all attacks, enhancing their physical prowess and power over sleep they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint. If they pass out from the transformation, they cannot remain conscious and quickly regain their strength.

Traits

It is not uncommon for children of Hypnos to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.

Children of Hypnos are typically lazy and enjoy sleeping, causing them to purposely fall asleep whenever they please.

Children of Hypnos are partially immune to the waters of the River Lethe, since the river runs through their father’s domain.

Since their father resides in the realm of eternal darkness, children of Hypnos normally feel more comfortable in dark areas.